

#ifndef __C_TRIANGLE_SELECTOR_H_INCLUDED__
#define __C_TRIANGLE_SELECTOR_H_INCLUDED__

#include "ITriangleSelector.h"
#include "IMesh.h"

namespace irr
{
    namespace scene
    {

        class ISceneNode;

        //! Stupid triangle selector without optimization
        class CTriangleSelector : public ITriangleSelector
        {
        public:

            //! Constructs a selector based on a mesh
            CTriangleSelector(ISceneNode* node);

            //! Constructs a selector based on a mesh
            CTriangleSelector(IMesh* mesh, ISceneNode* node);

            //! Constructs a selector based on a bounding box
            CTriangleSelector(core::aabbox3d<f32> box, ISceneNode* node);

            ~CTriangleSelector();

            //! Gets all triangles.
            void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, 
                const core::matrix4* transform=0);

            //! Gets all triangles which lie within a specific bounding box.
            void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, 
                const core::aabbox3d<f32>& box, const core::matrix4* transform=0);

            //! Gets all triangles which have or may have contact with a 3d line.
            virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
                s32& outTriangleCount, const core::line3d<f32>& line, 
                const core::matrix4* transform=0);

            //! Returns amount of all available triangles in this selector
            virtual s32 getTriangleCount() const;

        protected:

            ISceneNode* SceneNode;
            core::array<core::triangle3df> Triangles;
        };

    } // end namespace scene
} // end namespace irr


#endif

